The battle for the future of the social web

When I was younger, I used to bring over my Super Nintendo games to my friends’ houses and we’d play for hours… that is, if they had an SNES console. If, for some reason, my friend had a Sega system, my games were useless and we had to play something like Sewer Shark. Inevitably less fun was had.

What us kids didn’t know at the time was that we were suffering from a platform war, that manifested, more or less, in the form of a standards war for the domination of the post-Atari video game market. We certainly didn’t get why Nintendo games didn’t work on Sega systems, they just didn’t, and so we coped, mostly by not going over to the kid’s house who had Sega. No doubt, friendships were made — and destroyed — on the basis of which console you had, and on how many games you had for the preferred platform. Indeed, the kids with the richest parents got a pass, since they simply had every known system and could play anyone’s games, making them by default, super popular (in other words, it was good to be able to afford to ignore the standards war altogether).

Fast-forward 10 years and we’re on the cusp of a new standards war, where the players and stakes have changed considerably but the nature of warfare has remained much the same as Hal R. Varian and Carl Shapiro described in Information Rules in 1999. But the casualties, as before, will likely be the consumers, customers and patrons of the technologies in question. So, while we can learn much from history about how to fight the war, I think that, for the sake of the web and for web citizens generally, this coming war can be avoided, and that, perhaps, it should be.

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